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http://www.matrixgames.com/forums/tm.asp?m=31850625 e' J( d& d' x7 m
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大量更新,详见列表:
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1 ^' t& k4 T9 q4 zChange History:5 O$ p) H! H) f8 |( B
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: p- f+ X( C" x1. Seventh Update – This release is a comprehensive release updating all previous
7 [- [" Q' Z. c4 N- d6 w* Bversions to v1.01.17 beta
U0 D. i% k1 M( q6 K& u7 P2. Code Changes
: M0 O$ V8 S4 ~Fixed
- o3 i7 u% K+ k9 }1. Display of AF/Port icon between player saves based on player's intel. }: e/ c: y3 Y8 I
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ f. [) w1 ?: W6 k4 o5 U
weapon list updated
7 I |0 `# o. N* d7 j3. Reported cargo/troop safety values incorrect when no cargo/troop space& {2 s" }* Y6 |; ?1 p" x( G
4. Allow smaller 'reserve' space for small groups on ships. h8 f( f$ C X1 i
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
' m* D- x* J: \8 R' z L6. Correct attacking plane count before final post-air combat4 t7 L. `& R' c& a0 @
7. Pilot promotion may have occured in error sometimes
( ]% O6 _( z, O8 @' p/ ]5 e8. Raid detect message sometimes dropped of the combat report- t* F& M6 F9 ]0 e
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 k3 G% ?$ T+ f) F8 W( D+ D0 fgenerally
* Q1 Z( u4 j4 {1 }7 v10. Some pilot-leader connections were being corrupted
5 Q( D) R- n9 M/ A" g11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 N; C, ?4 I1 \+ E6 R* y
other move issues due to the incorrect indicator2 g4 f$ {$ G8 W7 u7 |! @6 \
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
8 L8 l4 j8 K- |+ \* k8 a0 E! kdamage
$ }2 ]+ d, q- w }+ M13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 x* r3 ^0 q9 K6 N6 {
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the. [& ]0 V6 k _9 y# a6 @, T
date sort
5 [) C0 l' Q' L: ^4 a: F. `15. ASW groups not allowed to attack sometimes" W/ f F4 F9 N1 N7 \
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 |& X$ F! ? L- f$ F. t* oHQ/LCU to jump to reinforcement queue
$ J9 y* p% k6 H/ I' ^# Z17. Bug in bomber intercept if too many rounds of fighter v fighter combat* z/ s( F5 @# s6 R' c+ j1 k
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: |+ }, u- H1 L0 m* J* pat start of AE but crept back in sometime during updates) K* ^: E6 O, E8 Y- f9 x
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 \) u) q( X- ]) Q1 s0 ?
fragment.
5 C9 z D/ h/ X- Y A7 D20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade% Q: D* X( O: ~( d" r3 f
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, G" E5 f" `% N3 ~short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
3 ?# M. D# L! \" \. L# v* Vset% f( n0 F% g3 t' E0 ?$ f, f
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base$ J6 d+ M0 d6 x
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays2 H) }) g: X! Q& W, M
24. Bug caused F/FB to sometimes bomb at low altitude% G/ O# o3 r5 N! \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- N: x! p2 A; ^+ @6 i; A+ r) {occurring properly.
7 {. `, }0 i" {4 b! X26. Bug in Industry 'failed' indication not showing properly sometimes
7 o$ l! y3 U1 ^1 k# f# {- m% M27. Location check at scenario load to include small map sceanrios
+ g- G) r6 ^! E# c0 i. \28. Bug in air supply to fragments in a non-friendly base hex
. J4 i X7 L) H- r, v29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' N; e7 k2 g7 n6 }
being set to homebase before execution of the mission – ie was returning to base& c# O! [7 H( c
immediately
$ G5 `# }* n+ g' W1 T30. Error in Strategic map display
+ @1 k% C1 ~) ^" W31. Additional and stockpile options were not turned off when base was captured
% o- \+ g1 e8 X; o' _' j/ C: o+ [32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on- x9 b1 ?, e$ c. J
mouse over
1 g4 \ A1 \" S" U33. Army experience being gained when not 100% prepared as per manual; changed to allow. Y% S8 M, n- R
chance to gain experience if >75% prepare and < 50% national exp level! R* u; u4 r) d+ }! E0 W' b0 W1 W
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" w4 E/ V/ R/ T S9 Z. t
alleviate the incorrect experience gaining happening while in reinforcement queue
7 Y4 N8 g0 g" s35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# g; x/ ?" N' z9 Y% S; lcaused unit to jump “off-rail” and move overland: H9 r- x( J ~- e' ^- m
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- d" d4 I- l6 C6 V3 _# E" D8 F4 z
37. Excessive accident messages on unload from TF reported: a6 K% s% F9 t, g6 G
38. Reworked editor sub-unit merging as some devices could drop off the unit list when( w! [$ I6 b! D; _: Q
merged causing smaller size unit than expected( K; S* Z6 \, y* H; o
39. Corrected possible TOE error in scenario data load for inactive units$ U; c# }8 L0 p& W! j
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 N( B6 |, H% o @ U! D2 x" n& {however be allowed to do this.! D" Y. u- o2 I& _1 t; c# _
41. Possible CTD if sinking ship's load was a group
+ [; e. Y# g @1 M42. Limit the number of devices built from resources per unit during LCU replacements; this
: X# t3 V& p) Pwas causing an over production for that turn5 \9 l/ F6 Y/ I- c" P! D) H& e# {, T
43. Retain day/night setting when creating group fragments
# b4 I$ n1 P9 A! J; v6 `8 E# i. C( E44. Adjusted supply and fuel values in base list not to overrun the space% b, K) J; C# q# J
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
) ]- E% w; u/ x7 Vadded YMS to Sweep TF in line with manual and code. b% a3 s7 M1 f
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 b4 Q' ~( h, `rule relates to the abundance of manpower and is not covered by replacement pool. Normal6 R+ H) y& F0 ~
rebuilding of destroyed units is not affected by this.% K8 ? P' {% C" t! [9 F! d/ y8 q3 L
47. Carrier capable and trained text not showing together on Group screen4 V1 u' J8 A6 m7 \+ L
48. Handle any blank re-name changes by ignoring them
, |) \; F$ {- x0 ]49. Possible CTD when air fragments combine
7 S" {' I' _( W1 {50. Unloading TF can freeze a LCU onto a ship under some conditions
+ B: {4 p; p) ]+ g/ p. ?9 o51. AI not behaving if main HQs missing (affects small map mainly)
1 M/ g, {* u. C: I: Z/ u" P52. AI using AGC for normal land units – removed from TF if not needed6 J% |9 L) p' z
53. Soviet activation message not in Ops report5 ]7 v) ^& H: A0 b/ {
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" R/ q7 I; q# A" c55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ M1 o. j [% F# w$ C4 F56. Sub attack against docked TF not happening for port size <3
& W0 Z* l9 C6 g3 {( N* h7 ^8 R57. Unit type changing unexpectantly
1 j ]' F6 t: W" H4 U8 N1 r6 I58. Torpedo replacement on plane sometimes is missed
n9 W' J" k! i. H59. Double handling of overstacked supply requirements
6 G) V+ v- C/ A3 `+ m3 v60. Fixed alternate weapons for port attacks, S' @; y! a1 k# T
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
G% c w a1 K/ dsometimer in the ship repair cycle.6 C l7 I9 Z9 ]+ f- n0 u6 |
62. Ship tonnage over 32K could cause repairs to fail
$ }6 Q' X# l ~2 [New
# U( O& Y& Y: D: O0 U1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
5 @3 k( } w+ z9 Zport
3 g4 D( ]3 m7 N/ p C3 E2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, m& M: E I, q' u4 cTenders not counted
* s u2 l e' |3 [2 k }! ]; Q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base J* H5 b; R; H: ` Q$ f( A" W
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
( i3 W% _: }9 _+ Q9 ^; Uto remove damaged ships from TF
% g8 W8 V3 w1 M2 _5. New filter for “non-building” devices in Industry pool screen
9 e2 Y, O) K- S7 S! m( B6 t0 ?% X- L8 D# f6. New filter for “non-building” aircraft in Air Replacement pool screen0 V2 b% p* E! e0 S( i7 B
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy) ?! S" b3 I4 p, k5 w9 b
mines (^) detected% P U3 k0 V4 B+ c" q' M# S
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# A! G q" `+ z
‘button6..’ image files, then these will be shown. If not, by default there are shown as8 V8 r/ Q9 l$ }$ B. o
standard parachute unit icons1 Y# D4 ?$ ?9 |- m% Y
9. Air/port damage and building is shown in base mouse over, J N: j* |' R
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on7 J5 x( [) \" @. U" e& m1 s% Y; `
11. TF can be routed to stay within coastal hexes as much as possible
: g c; h+ C4 J7 O4 K$ W+ u! K12. On Top Pilot screen show the 'ace' cut-off value if more than 1' v# \9 l6 ~7 E
13. Added option on group and LCU reinforcement screen to turn off replacements
. V6 ?! R, |$ ]( Y2 S) N7 ?4 F14. Current base can get supply returned to it when reserve planes returned which were
6 |; ]) P3 {% U2 D$ Joriginally supplied from another base
$ L0 [+ B- }# h0 N$ }* j$ o. _) } ^: Y15. Unit type filter on Troop Loading screen& A# E4 ], l+ r5 g9 _! |/ B
16. Report killed ground units if not in combat report
3 {0 z5 q) l: P+ rChanged# b, e4 M1 r2 _" z4 P6 `! `
1. AF of 8+ have AV support doubled for purposes of determing support for air operations% N& s$ f( W3 B/ J% z4 \/ X
(complements fix 18 above)% q) c, ~+ t/ ~# O2 {% h7 T9 ?
2. Permanently increased pilot array to 70K
1 ~2 I; p' |' I1 Z/ g" B3. Increased number of air combat rounds are a factor of total aircraft involved
. W' @# }( }8 M4. Allowed submap to submap movement if land connected for land units. Should have been
, s* }* G }2 l5 Aso as per Andrew Brown
% Y& x1 D) x! Y# b, R) U5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message. M; d6 l6 ?: m# d1 s' c% K( }
delay toggle instead. ]- ^& r; d1 h# E. K, h9 v; ?
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the R o. T8 {" J3 H5 t
maintenace a bit more& n" c7 y3 Z" R% k5 Q2 n2 V0 f
7. Support device replacements won't decrease the overall experience of LCU units. This does
7 U% m% J" x3 Q4 ~. m* O1 Unot alter the overall EXP change due when any replacements are received.. b6 O+ U8 x) u# b h9 Q
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction+ U( y' _% }; L' P+ L6 a4 B$ M# F
between the two but could break current games.% A- e8 i8 l( I# D
9. Some LCU Prep points may be retained if unit is experienced, c7 [: F5 ^% p. J& _$ |/ U2 B
Notes9 l( H. \, s9 x: F
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
* }# z2 h! u0 W4 u0 ^3 xshould not change player or HQ, even if not in play. These original HQs are used by the AI4 F9 n+ V/ s- k4 e
routines so changing or deleting them can put the AI off. Changing other elements should
3 H0 X+ Z# p0 C4 D6 A2 _" cbe okay.
) f' U* ?4 R( i2. Clarification to weapon filters for aircraft:
, M1 T1 D9 U( L: TPM_NAVAL_ATTACK 2 // used for naval attacks( I, L4 ]( U) n4 p* s
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
1 ] J( V) X5 ?7 V. Z6 qPM_LAND_ATTACK 8 // used for land (ground) attack: R* v3 h1 u( L
PM_PORT_ATTACK 16 // used for port attack
: a2 H$ e& Y/ N0 c1 SPM_AF_ATTACK 32 // used for AF attack
( T% T2 o8 k2 J6 F, h% s8 L4 ]Dropped any reference to secondary values for land and AF as they served no special use.
9 y( S0 E' V$ w9 j2 \4 W/ ?- }Clarification changes9 m9 e8 G% V3 Z" _9 N9 ^+ ~, c
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 ^4 v& H$ ^3 _' }6 |2 k) z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ Z! A! r/ E9 ?+ UMONGOLIA(91) or TANNU_TUVA(92).
8 A9 y% F" J" F3 z- V0 ia. Allied non-Soviet groups can't transfer to Soviet Motherland bases% V0 J& f0 v+ Z
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 f6 ~+ T. V& |7 \c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
: S% [& W6 A, X" D6 Z' i& _6 _/ g$ i+ Pafter Soviets are activated, but can’t move1 }0 |0 f- O* t, u( D, T
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
' D6 m1 C3 \5 S, Sdisbanded in port.9 m ?, h( Y- E/ Y) B7 Q4 j& N
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 [4 f9 x5 l% y% qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |